It is important to enable peers to represent and update their trust in other peers in open networks for sharing files, and especially services. We propose a Bayesian network-based trust model and a method for building reputation based on recommendations in peer-to-peer networks. Since trust is multifaceted, peers need to develop differentiated trust in different aspects of other peers' capability. The peer's needs are different in different situations. Depending on the situation, a peer may need to consider its trust in a specific aspect of another peer's capability or in multiple aspects. Bayesian networks provide a flexible method to present differentiated trust and combine different aspects of trust. The evaluation of the model using a simulation shows that the system where peers communicate their experiences (recommendations) outperforms the system where peers do not share recommendations with each other and that a differentiated trust adds to the performance in terms of percentage of successful interactions.
10 March 2012 in User Modeling and User-Adapted Interaction
Persuasive games are an effective approach for motivating health behavior, and recent years have seen an increase in games designed for changing human behaviors or attitudes. However, these games are limited in two major ways: first, they are not based on theories of what motivates healthy behavior change. This makes it difficult to evaluate why a persuasive approach works. Second, most persuasive games treat players as a monolithic group. As an attempt to resolve these weaknesses, we conducted a large-scale survey of 642 gamers' eating habits and their associated determinants of healthy behavior to understand how health behavior relates to gamer type. We developed seven different models of healthy eating behavior for the gamer types identified by BrainHex. We then explored the differences between the models and created two approaches for effective persuasive game design based on our results. The first is a one-size-fits-all approach that will motivate the majority of the population, while not demotivating any players. The second is a personalized approach that will best motivate a particular type of gamer. Finally, to make our approaches actionable in persuasive game design, we map common game mechanics to the determinants of healthy behavior. Copyright 2013 ACM
We propose a Bayesian network-based trust model. Since trust is multifaceted, even in the same context, agents still need to develop differentiated trust in different aspects of other agents' behaviors. The agent's needs are different in different situations. Depending on the situation, an agent may need to consider its trust in a specific aspect of another agent's capability or in a combination of multiple aspects. Bayesian networks provide a flexible method to present differentiated trust and combine different aspects of trust. A Bayesian network-based trust model is presented for a file sharing peer-to-peer application.
Gamification refers to the attempt to transform different kinds of systems to be able to better invoke positive experiences such as the flow state. However, the ability of such intervention to invoke flow state is commonly believed to depend on several moderating factors including the user’s traits. Currently, there is a dearth of research on the effect of user traits on the results of gamification. Gamer types (personality traits related to gaming styles and preferences) are considered some of the most relevant factors affecting the individual’s susceptibility to gamification. Therefore, in this study we investigate how gamer types from the BrainHex taxonomy (achiever, conqueror, daredevil, mastermind, seeker, socializer and survivor) moderate the effects of personalized/non-personalized gamification on users’ flow experience (challenge-skill balance, merging of action and awareness, clear goals, feedback, concentration, control, loss of self-consciousness andautotelicexperience), enjoyment, perception of gamification and motivation. We conducted a mixed factorial within-subject experiment involving 121 elementary school students comparing a personalized version against a non-personalized version of a gamified education system. There were no main effects between personalization and students’ flow experience, perception of gamification and motivation, and enjoyment. Our results also indicate patterns of characteristics that can lead students to the high flow experience (e.g., those who prefer to play multiplayer have a high flow experience in both personalized and non-personalized versions). Based on our results, we provided recommendations to advance the design of gamifed educational systems.